Former Naughty Dog director’s new Japan studio will pursue auteur-driven development characteristic of Japanese devs like FromSoftware

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Following his departure from Naughty Dog earlier this year, game developer Vinit Agarwal moved to Japan and started his own game studio. While both the studio name and its upcoming multiplayer title are still under wraps, Agarwal is determined to put to use what he learned from Naughty Dog into his new Japan-based game development environment.

In a recent interview with Game*Spark, Agarwal says that the primary reason he left Naughty Dog was because he saw the potential in creating multiplayer games that incorporate the kind of cinematic action Naughty Dog is known for. After working on both the single-player and multiplayer modes of Uncharted 4: A Thief's End, Uncharted: The Lost Legacy, and The Last of Us Part II (including the latter's cancelled multiplayer mode), Agarwal founded a new company alongside Joe Pettinati, Naughty Dog's former narrative lead and creative director. But while Pettinati remained in the United States, Agarwal moved to Japan – allowing the two to develop games from two bases.

Speaking about his time at Naughty Dog, Agarwal is grateful for having worked at a company that prioritizes detailed design and fine adjustments. While graphics and gameplay are important, Agarwal was most inspired by the company's approach to worldbuilding and narrative.

Naughty Dog also fosters a culture where everyone, no matter their position, can voice their ideas and opinions. As a new employee, Agarwal was surprised to find that everyone at the company listened to his opinions. This attention to detail and high level of freedom are what Agarwal wants to bring to his new studio.

As for the reason why Agarwal decided to move to Japan, he explains that he has been inspired by Japanese game development ever since he entered the game industry. He is especially interested in how strongly Japanese games focus on the director's creative vision. After talking to FromSoftware's Hidetaka Miyazaki (Dark Souls, Bloodborne, Elden Ring), Agarwal was reminded of his love of this auteur-driven development style, which he plans to implement in his studio's new multiplayer game.

While details about the game are shrouded in mystery, Agarwal has revealed that it will be a "triple-indie" multiplayer title that blends AAA-reminiscent cinematic flair and storytelling with the fact-paced feeling characteristic of indies. The project is being built in Unreal Engine 5, with internal playtesting set to begin soon. By bringing Japanese engineers on board, Agarwal intends to bring together the best aspects of Eastern and Western game development.

 
As for the reason why Agarwal decided to move to Japan, he explains that he has been inspired by Japanese game development ever since he entered the game industry. He is especially interested in how strongly Japanese games focus on the director's creative vision. After talking to FromSoftware's Hidetaka Miyazaki (Dark Souls, Bloodborne, Elden Ring), Agarwal was reminded of his love of this auteur-driven development style, which he plans to implement in his studio's new multiplayer game...

first thing i think of when i hear this:

 
FromSoftware games aren't all auteur-driven.

The souls games are from an artistic and design perspective, yes. However, even then I would argue that the games after Demon's Souls were all derivative.

Armoured Core games are not what I would describe as "auteur-driven". The mech designs are not distinctive in any meaningful way; they're like the archetypical Japanese mecha designs with almost no originality or unique visual flair at all.
 
When working at Naughty Dog he loved that even as a new employee his ideas were listened to. No matter the position anyone could share their ideas and opinions. He wants to bring that to his new studio but also wants to emulate a studio that focuses on bringing a director's creative vision to life.

Those two philosophies bump into each other. Either the game is what the director wants it to be or you're making decisions by committee.
 
When working at Naughty Dog he loved that even as a new employee his ideas were listened to. No matter the position anyone could share their ideas and opinions. He wants to bring that to his new studio but also wants to emulate a studio that focuses on bringing a director's creative vision to life.

Those two philosophies bump into each other. Either the game is what the director wants it to be or you're making decisions by committee.
You can have a vision but be open to good ideas.
 
They really don't get it. FromSoftware has been doing Souls games for 15 years before doing a multiplayer game based on their games.

And what he is describing is exactly those failed multiplayer games that have been released those last few years.
 
As for the reason why Agarwal decided to move to Japan, he explains that he has been inspired by Japanese game development ever since he entered the game industry. He is especially interested in how strongly Japanese games focus on the director's creative vision. After talking to FromSoftware's Hidetaka Miyazaki (Dark Souls, Bloodborne, Elden Ring), Agarwal was reminded of his love of this auteur-driven development style, which he plans to implement in his studio's new multiplayer game...

"I really like that style of development where the director has complete and utter control over the whole thing. That's me, by the way. I'm the director."

I mean, who WOULDN'T?
 
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